mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-12-23 16:50:27 +00:00
271 lines
7.3 KiB
C++
271 lines
7.3 KiB
C++
// Hyperbolic Rogue -- drawing screens to buffers
|
|
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
|
|
|
|
/** \file renderbuffer.cpp
|
|
* \brief drawing screens to buffers
|
|
*
|
|
* This file implements the 'renderbuffer', which is an object
|
|
* that can be used to draw a HyperRogue screen into,
|
|
* and then either used as a OpenGL texture (e.g. in the Hypersian Rug mode), or saved.
|
|
*/
|
|
|
|
#include "hyper.h"
|
|
namespace hr {
|
|
|
|
#if CAP_GL
|
|
#if !CAP_GLEW
|
|
#if ISLINUX
|
|
extern "C" {
|
|
GLAPI void APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers);
|
|
GLAPI void APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
|
|
GLAPI void APIENTRY glFramebufferTexture (GLenum target, GLenum attachment, GLuint texture, GLint level);
|
|
GLAPI GLenum APIENTRY glCheckFramebufferStatus (GLenum target);
|
|
GLAPI void APIENTRY glDrawBuffers (GLsizei n, const GLenum *bufs);
|
|
GLAPI void APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers);
|
|
GLAPI void APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
|
|
GLAPI void APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
|
|
GLAPI void APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
|
|
GLAPI void APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers);
|
|
GLAPI void APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers);
|
|
}
|
|
#endif
|
|
|
|
#if ISMAC
|
|
#define glFramebufferTexture glFramebufferTextureEXT
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
#if HDR
|
|
struct renderbuffer {
|
|
bool valid;
|
|
int x, y;
|
|
|
|
#if CAP_GL
|
|
int tx, ty;
|
|
GLuint FramebufferName;
|
|
GLuint renderedTexture;
|
|
GLuint depth_stencil_rb;
|
|
Uint32 *expanded_data;
|
|
void use_as_texture();
|
|
#endif
|
|
#if CAP_SDL
|
|
SDL_Surface *srf;
|
|
void make_surface();
|
|
SDL_Surface *render();
|
|
#endif
|
|
|
|
renderbuffer(int x, int y, bool gl);
|
|
~renderbuffer();
|
|
void enable();
|
|
void clear(color_t col);
|
|
};
|
|
|
|
struct resetbuffer {
|
|
GLint drawFboId, readFboId;
|
|
#if CAP_SDL
|
|
SDL_Surface *sreset;
|
|
#endif
|
|
resetbuffer();
|
|
void reset();
|
|
};
|
|
#endif
|
|
|
|
renderbuffer::renderbuffer(int x, int y, bool gl) : x(x), y(y) {
|
|
|
|
valid = false;
|
|
|
|
#if CAP_GL
|
|
FramebufferName = renderedTexture = depth_stencil_rb = 0; expanded_data = NULL;
|
|
#endif
|
|
|
|
#if CAP_SDL
|
|
srf = NULL;
|
|
#endif
|
|
|
|
tx = next_p2(x);
|
|
ty = next_p2(y);
|
|
|
|
# if CAP_GL
|
|
if(gl) {
|
|
GLERR("renderbuffer init");
|
|
resetbuffer rb;
|
|
GLERR("after resetbuffer");
|
|
|
|
FramebufferName = renderedTexture = depth_stencil_rb = 0;
|
|
GLERR("even before");
|
|
glGenFramebuffers(1, &FramebufferName); //
|
|
GLERR("GenFramebuffer");
|
|
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
|
|
GLERR("BindFramebuffer");
|
|
|
|
glGenTextures(1, &renderedTexture);
|
|
glBindTexture(GL_TEXTURE_2D, renderedTexture);
|
|
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, tx, ty, 0,GL_RGB, GL_UNSIGNED_BYTE, 0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
GLERR("GenTextures");
|
|
|
|
#ifdef TEX
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexture, 0);
|
|
#else
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTexture, 0);
|
|
#endif
|
|
GLERR("FramebufferTexture");
|
|
// GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
|
|
// glDrawBuffers(1, DrawBuffers);
|
|
|
|
glGenRenderbuffers(1, &depth_stencil_rb);
|
|
GLERR("GenRenderbuffer");
|
|
glBindRenderbuffer(GL_RENDERBUFFER, depth_stencil_rb);
|
|
GLERR("BindRenderbuffer");
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, tx, ty);
|
|
bool has_depth = true;
|
|
if(glGetError() != GL_NO_ERROR) {
|
|
println(hlog, "Could not create: GL_DEPTH24_STENCIL8");
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, tx, ty);
|
|
has_depth = false;
|
|
}
|
|
GLERR("RbS");
|
|
if(has_depth)
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_stencil_rb);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth_stencil_rb);
|
|
GLERR("FrRb");
|
|
|
|
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
|
FramebufferName = renderedTexture = 0;
|
|
else
|
|
valid = true;
|
|
|
|
DEBB(DF_GRAPH, ("Framebuffer remains = ", int(FramebufferName), " (", int(valid), ")"));
|
|
GLERR("initialization");
|
|
|
|
rb.reset();
|
|
}
|
|
#endif
|
|
|
|
#if CAP_SDL
|
|
if(!valid)
|
|
make_surface();
|
|
#endif
|
|
}
|
|
|
|
#if CAP_SDL
|
|
void renderbuffer::make_surface() {
|
|
if(!srf)
|
|
srf = SDL_CreateRGBSurface(SDL_SWSURFACE, x, y, 32,0xff0000,0xff00,0xff,0xff000000);
|
|
}
|
|
|
|
SDL_Surface *renderbuffer::render() {
|
|
make_surface() ;
|
|
if(FramebufferName) {
|
|
glReadPixels(0, 0, x, y, GL_BGRA, GL_UNSIGNED_BYTE, srf->pixels);
|
|
GLERR("readPixels");
|
|
for(int iy=0; iy<y/2; iy++)
|
|
for(int ix=0; ix<x; ix++)
|
|
swap(qpixel(srf,ix,iy), qpixel(srf,ix,y-1-iy));
|
|
}
|
|
return srf;
|
|
}
|
|
#endif
|
|
|
|
EX int current_rbuffer = -1;
|
|
|
|
void renderbuffer::enable() {
|
|
#if CAP_GL
|
|
if(FramebufferName) {
|
|
GLERR("prebind");
|
|
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
|
|
current_rbuffer = FramebufferName;
|
|
GLERR("bind");
|
|
vid.usingGL = true;
|
|
return;
|
|
}
|
|
#endif
|
|
#if CAP_SDL
|
|
make_surface();
|
|
s = srf;
|
|
vid.usingGL = false;
|
|
#endif
|
|
}
|
|
|
|
#if CAP_GL
|
|
void renderbuffer::use_as_texture() {
|
|
if(!renderedTexture) {
|
|
glGenTextures( 1, &renderedTexture);
|
|
glBindTexture( GL_TEXTURE_2D, renderedTexture);
|
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
|
|
}
|
|
if(FramebufferName) {
|
|
glBindTexture( GL_TEXTURE_2D, renderedTexture);
|
|
}
|
|
#if CAP_SDL
|
|
else {
|
|
if(!expanded_data)
|
|
expanded_data = new Uint32[tx * ty];
|
|
for(int y=0; y<ty; y++) for(int x=0; x<tx; x++)
|
|
expanded_data[y*tx + x] = qpixel(srf, x, ty-1-y) | 0xFF000000;
|
|
glBindTexture( GL_TEXTURE_2D, renderedTexture);
|
|
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tx, ty, 0, GL_BGRA, GL_UNSIGNED_BYTE, expanded_data );
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
renderbuffer::~renderbuffer() {
|
|
#if CAP_GL
|
|
if(renderedTexture)
|
|
glDeleteTextures(1, &renderedTexture);
|
|
if(FramebufferName) {
|
|
glDeleteRenderbuffers(1, &depth_stencil_rb);
|
|
glDeleteFramebuffers(1, &FramebufferName);
|
|
}
|
|
if(expanded_data)
|
|
delete[] expanded_data;
|
|
#endif
|
|
#if CAP_SDL
|
|
if(srf)
|
|
SDL_FreeSurface(srf);
|
|
#endif
|
|
}
|
|
|
|
void renderbuffer::clear(color_t col) {
|
|
#if CAP_GL
|
|
if(FramebufferName) {
|
|
setGLProjection(col);
|
|
return;
|
|
}
|
|
#endif
|
|
#if CAP_SDL
|
|
SDL_FillRect(srf, NULL, col);
|
|
#endif
|
|
}
|
|
|
|
resetbuffer::resetbuffer() {
|
|
#if CAP_GL
|
|
drawFboId = 0, readFboId = 0;
|
|
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &drawFboId);
|
|
GLERR("getInteger a");
|
|
#ifndef GLES_ONLY
|
|
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &readFboId);
|
|
GLERR("getInteger b");
|
|
#endif
|
|
#endif
|
|
#if CAP_SDL
|
|
sreset = s;
|
|
#endif
|
|
}
|
|
|
|
void resetbuffer::reset() {
|
|
#if CAP_GL
|
|
glBindFramebuffer(GL_FRAMEBUFFER, drawFboId);
|
|
current_rbuffer = drawFboId;
|
|
#endif
|
|
#if CAP_SDL
|
|
s = sreset;
|
|
#endif
|
|
}
|
|
|
|
}
|